The whole FlyingGeese idea is kaput if the server is entirely hex based for victory. For a "balanced" server my idea is:
..2 sided server.. After 1 week a "defender" and the other "aggressor"are declared by admins. Strictly on hexes gained/numbers on for nutter action, etc.
Place an area on the map centrally and put 3 planets, 1 hex apart from each other, in the hands of the defenders at an offensive value of say...30 VC each.
Each week after the first of the four week server calls for assaults on one specific planet.Our current rules make the PvP action viable, where an overwhelmed team of say, 3 captains can hold off 6 or 7 attackers. Defenders have no hold on missions in the hex they lost in, where attackers are at 30minutes or so. This can be construed as realistic in many ways.
Also include a rule that the "aggressors" may not attack the planet if no enemy captains are online.
Some may see loopholes where the defenders can log off when severely outnumbered, etc., but I think it will lead to an endless fight of PvP for all, with more people logging on. If the Defenders were to deliberatelly log off to prevent hits on planets, then the attackers could simply surround the planet hexes for 1/3 VC (10 VC's) per planet fully surrounded. This gives directive and enjoyment to those who WANT to fly in their destroyers and endlessly abuse the A.I. Also any planet surrounded is the only 7 hex area that a defender pilot may run missions.
No VC's for PvP kills by attackers,and every kill of any mission on a planet by a defender counts as -1VC torwards that planet(When posted). SO a 30 VC planet-35 live pvp games lost by the attackers would actually net a -5 VC for them. Keep ship cost extremely low. 10K dreads, 5K BCH, etc. This gives the more casual team a chance to hold off PP loaded nutters in massive ships.
I have other ideas to "flesh out" this rule-set and knock off any loopholes, but the overall idea is feasible; posted here for further ideas.
It's just my idea for a different way to address the real-life issues that seem to grasp the teams we construct. No matter what method we have tried things never seem to be balanced.